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When I heard that the next book in the 5E lineup was Volo’s Guide to Monsters, I was a little disappointed. I’ve never been much of a Forgotten Realms fan, and Volo’s Guide sounded like it was going to be a fluff piece with articles similar to the old Dragon Magazine “Ecology” pieces. While that’s great for magazine content, I didn’t get too excited about the prospect of a $45 book with minimal new information.

Fortunately for me, Wizards really outdid themselves in packaging a variety of things in this book that make it a very valuable addition to my growing 5E collection.

Volo’s Guide starts with the following disclaimer in small, easily missed print, under the cover attribution:

Disclaimer: Wizards of the Coast does not vouch for, guarantee, or provide any promise regarding the validity of the information provided in this volume by Volothamp Geddarm. Do not trust Volo. Do not go on quests offered by Volo. Do not listen to Volo. Avoid being seen with him for risk of guilt by association. If Volo appears in your campaign, your DM is undoubtedly trying to kill your character in a manner that can be blamed on your own actions. The DM is probably trying to do that anyway, but with Volo’s appearance, you know for sure. We’re not convinced that Elminster’s commentary is all that trustworthy either, but he turned us into flumphs last time we mentioned him in one of these disclaimers.

I enjoy the fact that wizards is having fun with this volume, and it made me enjoy getting into the book a bit more than if I hadn’t noticed it. I also appreciate Wizards sold a special limited edition FLGS cover for only $5 more (pictured above) to help the local shops get a leg up.

The book is broken into three parts: Monster Lore, Character Races, and a Bestiary.

Monster Lore

Monster Lore, the first 100 pages of the book, is what I had expected, but some crunch where I otherwise expected fluff for lifestyles of Beholders, Giants, Gnolls, Goblinoids, Hags, Kobolds, Mindflayers, Orcs and Yuan-Ti.

Examples of neat details that might constitute crunch include beholder charts detailing size, shape, texture, and a great random name generator, with tactics, variant eyestalk abilities, minions, treasure and a lair map. History, mindset, and biological function is laid out in a depth previously unvisited in text as far as I’m aware, allowing the GM a deeper background on this favorite of monsters.

The Chapters going forth are what I’d call asymmetrical, being that they don’t follow a routine pattern. Chapters on Giants have more details about origins, their habitat and personality traits. Gnolls have details on tactics, random traits and features, and tables to help build a gnollish warband. Mind Flayers have some magic items listed that are specific to their culture. Yuan-ti have a variety of charts detailing their variable physiology.

Each race detailed has a map of their typical lair, which gives some great examples where the trappings of the race might be otherwise somewhat mysterious (Mind-Flayers in particular).

Overall, these chapters are well written and flesh out the background of these common and popular monsters. Is it essential? No. Is it helpful? Yes. My fear had been that for $45.00 I was going to get that, and that be it. Fortunately, it goes on.

Character Races

Now we start to hit things I can work with, and things that people invariably try to do on their own with varying degrees of success. I happen to currently be playing a kobold priest of Kurtulmak in our Out of the Abyss game, and have been playing a kobold trapper race variant my GM got off the internet somewhere. I yearned for canon guidance on what a kobold PC should look like. Fortunately, Volo delivers.

I’ve always been a guy that likes the idea of playing the monster as a PC, and this opens doors for me.

Bestiary

This, by far, seals the deal for this book being a must-have for the dedicated 5E player. 100 pages of new and classic monsters that were conspicuously absent from the Monster Manual. A few personal favorites include:

Barghest

Bodak

Catoblepas

Darkling

Baubau

Devourer

Flail Snail!

Froghemoth!

Several new Variant classed giants, very cool

Girallion

Flind

Leucrotta

Quickling

Shadow mastiff

Spawn of Kyuss (Greyhawk?)

Trapper

Vargouille

Vegepygmy!

Xvarts (Eric Mona must have been involved in this)

Yeth Hound

Many more!

Also a number of “Beasts” (including a rot grub swarm) and 21 new stock NPCs which are sure to prove super useful on an ongoing basis (in particular, it appears a mage of each spell casting school, archers, archdruid, war priest and so on). Not mentioned in my list are also special “classed” versions of various orcs, yuan-ti, hobgoblins, and so on, as well as some subcategories of other races like beholders that will prove useful in putting on games that utilize those species. This is where the book proves out its crunchiness but give me stat blocks that I can use to have a more interesting game.

Overall

Wizards has done a good job of bringing a little more than just the basics to each book it has published. Each adventure module has had a few spells and a few more general stat blocks that make each book tempting to pick up. This book, as a sourcebook, doubles down on that principle making there elements that you just can’t afford to miss. This book has extended value for the GM of your group, but remains optional for the player short of playing a racial variant. That said, I think anyone who picks it up is going to find it’s a great addition to their collection.

The recent release of Endless Vigil puts a focus on urban encounters and investigations for the sourcebook for Sentinels. There are some very compelling and some questionable bits to this book, but first let’s talk about the main additions for PCs. This book continues the now very familiar format for career sourcebooks. The first chapter is PC options, the second equipment/vehicles, and the third provides some GM guidance and encounters.

The races are all new to the Force and Destiny line, with the only FFG Star Wars repeat being the Gand, found in the Edge of the Empire core book. The new additions are the Muun (tall, skinny, banking-clan race), and the Pantoran (Blue-skinned race featured heavily in the Clone Wars animated series and the Jewel of Yavin adventure). The Gand is statistically identical to the Edge entry for them (as you would expect) but it does provide some insight on Gand culture and their curious relationship with the Force. The Muun start out with a 3 in both intellect and cunning, balanced by low starting XP and a 1 in both willpower and presence. They would make a very fun archetypal Sherlock investigator; calculating and analytical. The Pantorans make excellent leaders and negotiators, starting out with a 3 in presence and a free rank in negotiation or cool.

Adding to the Sentinel core specializations of Artisan, Shadow, and Shien Expert, Endless Vigil presents the Investigator, the Racer, and the Sentry. While Sentinels have always been the street-level Jedi compared to higher-profile careers like Guardian or Consular, adding these diverse specializations to this career allow you to create a well-rounded character. From the core book, Artisan focuses on using the force to manipulate mechanical objects. The Shadow focuses on stealth and subverting criminals by meeting them where they are. The Shien Expert allows a PC to focus on lightsaber combat utilizing their cunning and reflecting ranged attacks. The new specializations are just as diverse. The core skills for the Sentinel are Computers, Deception, Knowledge (Core Worlds), Perception, Skulduggery and Stealth.

The investigator adds Knowledge (Education), Knowledge (Underworld), another Perception and Streetwise. The talent tree includes several ranks of grit and toughened to beef up strain and wounds (likely handy for a mostly intellectual character) as well some interesting talents towards the bottom. There are a few instances of Street Smarts and Keen Eyed which remove setback dice to Streetwise and Underworld checks and Perception and Vigilance checks, respectively. The real signature talents arrive in about the 20 XP level for this spec. Clever Solution allows you to use Cunning rather than the typical characteristic linked to that skill. The onus is on the player to explain how Cunning applies to the situation they are trying to get out of. Sense the Scene allows investigators to identify the emotional characteristics of one person involved in a crime. This talent seems overly specific unless you were running a noir/private investigator campaign. I would probably allow this to be used any time the investigator tried to use perception to sense emotion in a social encounter. Valuable Facts (originally detailed in the talent tree for the Sage) is an excellent addition as it allows you to add a triumph to an ally’s skill check during an encounter. Elementary, my dear Watson.

The racer seems like an odd choice for the Sentinel career. It does open up many of the typical vehicular talents found in Edge and Age in such careers as Smuggler and Ace. This does fill a bit of a gap in the core Force and Destiny book as there is no other “wheelman” spec in this line. This career adds Cool, Coordination, and Piloting (Space and Planetary) to the core list of Sentinel skills. In addition to typical pilot talents like skilled jockey, full throttle and shortcut, racers also excel at foot races with the new talent Freerunning and Improved Freerunning. This allows racers to spend strain and move to any location in short or (with improved) medium range. May the Parkour be with you! On the bottom row of the tree, once per session Superhuman Reflexes allows a PC to cancel a despair result and add successes equal to ranks in Cool. Intuitive Evasion allows racers to commit a force die to upgrade incoming combat checks for one strain a round. This could be a fun choice if you had an all-Jedi table. If you mix the three (Edge, Age, and F+D) you’ll likely have better pilots if you are flying/traveling as a group.

The last new spec is the Sentry. This one adds some more lightsaber combat focus, as well as the only tree to feature a talent with inherent conflict. Specialization skills include Lightasber, Coordination, another Stealth and Vigilance. Unlike the Shien Expert which seems mostly defensive in nature, the Sentry has a few ranks of Reflect, but also includes an inexpensive path to Saber Throw and Improved Saber Throw. Beyond that, conflict-causing talent Fear the Shadows allows Sentries to make a hard deception check and cause a single minion group or rival to flee an encounter. This spec stacked with the Shadow spec from the core book would make one serious batman-like Jedi. As the saying goes, be yourself, unless you can be Batman. Then always be Batman.

The signature abilities are My City and Unmatched Vigilance. My City allows you to spend two destiny points, and make a hard core worlds or outer rim check. If successful for the remainder of the session you can spend two strain to recall or learn the location of any individual, group, or establishment within the city and any relevant information. Upgrades reduce the difficulty or change the skill to streetwise. Unmatched Vigilance allows you once per session to spend two destiny points to rearrange the initiative order for the first round of an encounter. PCs still make checks, and it returns to normal after the first round. Upgrades can increase the duration of the effect and allow PCs to choose Vigilance or Cool regardless of what would typically be appropriate. I’ve never gotten far enough in a characters development to utilize signature abilities, but compared to others in the soldier book for Age for instance, these seem somewhat underwhelming. Unmatched Vigilance when upgraded to three rounds would be a pretty big game-changer, but My City seems too specific to be useful unless you had an urban focus to the campaign.

The Force power introduced is Manipulate, which allows Jedi to affect machines, healing system strain and committing force dice to increase hull trauma thresholds. This again, seems a bit odd to me. The racer, this Force power and Pod Racing (we’ll get there) all seem shoe-horned into this book. Mechanically it is interesting, and works well with both the racer and artisan specs for the Sentinel, but it just doesn’t seem like a power that is in the typical spirit of other Force powers like sense, move, influence, etc. It’s fine, it just doesn’t seem to fit as well as other powers.

The gear section adds a few interesting guns including the NX-14 Needler which ignores setback dice from personal deflectors and is Pierce 3. Another eye-catching weapon is the lightwhip which is essentially a lightsaber whip with ensnaring abilities. They also include stats for a Crossguard lightsaber hilt (Kylo-style) as well as a Pistol hilt that allows stun bolts at short range just like Ezra’s saber in Rebels. There are a few droids stated out, including pit droids for podracing and two Nemesis level droids: once security and one infiltration. One particularly interesting piece of gear is the Merr-Sonn model 31 Palm Stunner. These look very similar to the devices installed in triple-zero in the outstanding Marvel Darth Vader comic. It can’t be used in combat, but instead depends on an opposed Skulduggery vs. Resilience check on an unaware target. If successful it deals 12 stun plus any uncancelled successes! That would drop all but the most hearty rivals and nemeses.

There are a few new star ships including the venerable Eta-class shuttle and the obvious A-wing precursor, the KSE RHO-1 Limulus-class courier. The vehicle section is dominated by the podracing section, and includes just about all the pods from episode one. My questions is: why? Why is podracing in the Jedi book about urban investigations. I get that it is part of Anakin’s origin story, but it feels very shoe-horned in to this otherwise cohesive book. The third section includes a pretty interesting adventure seed with some possible threats that centers around podracing, but not enough to justify the page count spent in the equipment section. Having run the race in Jewel of Yavin, it is a challenge to keep the rest of the party involved when the main action is a race happening far away from the majority of the party. It’s not impossible, it’s just not what I’m looking for in a Star Wars RPG. If you’ve been waiting for more stats on pods to run a race during your Star Wars game, this is the book for you.

The third chapter does have lots of great stuff focusing on urban environments. Included are tables for suggested dice results in the city. These can work as great prompts to get your players creative juices flowing, while providing the GM with some guidance as to what is reasonable for two advantage compared to two triumphs. It also includes suggestions for threats, failure and despair as well as possible urban challenges: complications with law enforcement, crowds, speeder traffic and vertical spaces. Each of those include smaller tables with similar suggestions on how to spend dice results. There is a great section on developing networks of contacts, and tables about gathering information and investigations. It wraps up with a section on lightsaber hilt crafting and includes templates for precision, defensive, double-bladed and pole light sabers.

Overall this is a pretty excellent edition to the Force and Destiny line, with lots of great material for GMs and players alike. With the odd exception of the off-theme podracing rules, a great buy for those interested in Jedi in the big city!

Contributors

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